thebookofshaders/05/step.frag

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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform float u_time;
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float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
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}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
// Step will return 0.0 unless the value is over 0.5,
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// in that case it will return 1.0
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float y = step(0.5,st.x);
vec3 color = vec3(y);
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
}